reporust_rebootcancel

132,525 Commits over 4,262 Days - 1.30cph!

Yesterday
quick_craft_improvements -> main
Yesterday
Phrases update
Yesterday
Dont downcast list type when passing as an argument
Yesterday
Compile fixes
Yesterday
Merge from parent
Yesterday
Merge from main
Yesterday
fix pooled list leak for physics tumbling entity
Yesterday
merge from loaded_ammo_type_indicators -> main
Yesterday
merge from main
Yesterday
Fixed pool leak in ContainerCorpse::IsValidPointForEntity
Yesterday
Fixed menu slider being set to an integer value (now float)
Yesterday
Optim: TriggerParent.TickMode 1 - use cached water and ladder results in UsePlayerUpdateJobs 2 env - codegen This should allow us to skip ~30% of the overall runtime. Can be disabled via TriggerParent.UsePlayerV2Shortcuts 0 (defaults to 1) Tests: none, will check tomorrow once brain is fresh
Yesterday
Menu scene changes (missed file)
Yesterday
New change: prevent the quick craft menu from updating if you are pressing buttons, it's subtle but this stops a spam click making the button dissapear before you are ready - makes it a bit easier to see what's going on - Fixed the favouriting button not working (include it in the hash calculations) - Adjusted menu setting
Yesterday
Optim: TriggerParent.TickMode 1 - avoid unnecessary entity lookups in RunClippingChecks Microoptim, but why not Tests: none, trivial change
Yesterday
Optim: TriggerParent.TickMode 1 - skip RunClippingChecks for entities that failed RunCheckForObjUnderFeet Tests: none, trivial change
Yesterday
Ruins B crate spawn fixes.
Yesterday
Clean: remove a couple TODOs Was worried about a bug, but deeper scrutiny think the code is correct Tests: none, trivial change
Yesterday
Fixed some ore floaters on 2 and 3.
Yesterday
missed a file, apply position to IconWithCount
Yesterday
re-enable mipmaps, fix opacity, polish placement
Yesterday
Clean: refactor TriggerParent.ShouldParentEntitiesJobs - Added profiling scopes No functional changes. This makes data flow easier to track and manage, and helps visualizing stages in perf snapshots. Tests: built a long-boat in tickmode 1, spawend 6 players on it, went to edit mode and back, jumped on-and-off as it was moving
Yesterday
Fixed a couple of overlapping spawns on 4. S2P
Yesterday
Flame turrets do not send their aim dir to all clients every 0.1s anymore, otations are predicted on the client The cpu savings are minimal, but that saves us some useless RPCs sent to all players in network range every 0.1s
Yesterday
Bugfix: Add missing Native collection disposal in GamePhysics Audited all of GamePhysics, looks to be the only cases that slipped in Tests: unit tests + built a boat with tickmode 1
Yesterday
Optim: use persistent buffers for TriggerParent::RunCustomJobsQueue - codegen Tests: with tickmode 1 - built a boat, jumped on-off
Yesterday
merge from naval_update
Yesterday
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Yesterday
exported latest paintaball gun vm anims
Yesterday
merge from naval_update
Yesterday
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Yesterday
merge from fix_containerioentity_item_syncing -> main
Yesterday
Fixed ContainerIOEntities not syncing inventories with item when picked up
Yesterday
Clean: rip out tickmode 1 and 2, rename Jobs mode as tickmode 1 - codegen Out of all versions it's fastest, so only going to continue with it vs baseline 0 Tests: compiles
Yesterday
Reintroduced inventory.quickcraftdelay This prevents you from spam clicking a quick craft button if the menu has recently refreshed, preventing misclicks. Added a menu item, so its adjustable not just with a convar
Yesterday
Merge: from main
Yesterday
main -> quick_craft_improvements
Yesterday
Flame turret code cleanup
Yesterday
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Yesterday
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Yesterday
merge from linerenderer_lod_fix
Yesterday
Fixed RendererLOD not working with line renderers, HasValidMesh was returning false all the time Fixes invisible string lights wires
Yesterday
changes on salvaged axe deploy sound
Yesterday
Only use the nearest planeFitPoint to the shore when determining if beached or not
2 Days Ago
CurrentThrust uses the Anchored bool not list traversal of anchors
2 Days Ago
setup paintball viewmodel prefab with skinning mesh render on meshes and culling set to always animate
2 Days Ago
merge from spacestation_storepages (new space station building skin video to store ui prefabs)
2 Days Ago
updated space station building skin video added to store prefabs
2 Days Ago
Do the same for the death screen, button is hidden when deep sea is closed Always show the buttons if we are in the deep sea, even if closed
2 Days Ago
Only show the deep sea toggle map button if the deep sea is open